Which is why it needs tested. Dunovs aren't the only factor. Kols have massive regenerative power at high levels, even without outside support. Command cruisers should actually make them worse by allowing damage to pass through before the shields are down, meaning they can use their abilities on near full strength units. On the other hand, autocast is a bitch. If your repair cruisers are repairing 5 points of damage here and there before the shields are down, once they are down you've alrea
psychoak
Of course, they don't shoot or move while repairing, so it doesn't actually help unless they repair faster than they take damage. Schod, proofread or something. I'm guessing that was supposed to be kodiak and not kobalt. Considering it takes five cobolts to kill one kodiak and have two survive, being able to manage it with 3 as vasari speaks to their comparative power to cobolts, but they still aren't a match for kodiaks. Kodiak
Yeah, they are playing more offensively and lack static defenses... Come to think of it, I'm not sure they built any at all...
Yes, I'd like to see how they perform against a well formed self sustaining TEC fleet dipping heavily into the restorative abilities. Which means multiplayer since the ai doesn't even build, let alone use them...
Specifically ability use. Autocast is unusable on nearly everything, I'm assuming it sucks now because it's a new release and you haven't gotten much work done on it yet, but it is awfully bad so I'm posting anyway. TEC lose significant performance on autocast, and a few things like the upgrades for hoshinko and cielo and the level 6 ability for the Akkan get you killed. For the Vasari, they are much more inconvenient. The missile frigates stop moving in the middle of
TEC also have more repair functionality between hoshinkos, cielos and dunovs. They get floored in even numbers with the supports thrown in. Aside from possible problems surviving that long, phase gates are a defacto win condition right now. If you can get them, you're now pumping out free armies from every planet and can defend with your entire army, at any planet. Attack ends up the same way, with your entire army, from any planet. The TEC will be able to defend with far less thank
Yes, more of an inbetween... Kodiaks take years to build and hose way more fleet points, regardless of the resource costs. They also do about twice the damage too, not sure where this was supposed to be going. They are far superior to cobalts in sheer strength and only lose numerically, but they are most definitely not on par with kodiaks in any way.
Yeah, did you test against two dunov's and a kol pretending to have infinite shields? The kol has buffed shielding, dunovs restore shields, command cruisers restore shields, they have higher shield regeneration to start with and more upgrades to it than hull regen. I'm not saying they work great and everyone should run out and spam them, but you're not going to drop dunov supported units faster by skipping that research. Command cruisers should be a loss there since it will give them
Armor nuke + phase missiles = very dead TEC capship setup. Probably not real great against a fleet with command cruisers though, letting them restore faster.
Can you think of a more horrifying nemesis?
Only in small maps too. I've come back from catastrophic blunders on mediums, it's not impossible to come back, just impossible to come back with six functional planets and one layer of defense.
Have you played supcom? It really sounds like you haven't from your comparisons. A fully upgraded terran planet probably isn't even comparable to a tech 3 mass extractor. Even with a hundred planets you're not going to approach the economy variance that exists in supcom. Just upgrading the mass extractors to tech 3 is more of a resource gain over the baseline than you can achieve with trade ports in sins. The ability to spam a massive economy, and in a very small area(you can create a shiel
You can "build" ships before they are researched, why not before you have money for them as well. Continuous build not make sense, pay as you go not worth the effort. Being able to queue into the negative on the other hand will be obvious, already has the code for halting production when requirements aren't met, and wouldn't be so irritating to figure out with such a small income rate compared to your possible expenditures.
Yeah, you guys are still thinking of resources in a different manner. The mines don't run dry, but you still can't efficiently build more of them. Farms in AOE would work, but workers contribute to your unit cap, you're balancing production against max army size. There is no limitation on resource production in TA outside of the object cap.
The name of a game is "Sins of a Solar Empire", not "Sins of Solar Empires". The ancestors of the tec exiled the advent and broadcast the teletubbies, problem solved.
Ok, no more porn theories, new tact. Old broadcast signals from the tec had just reached vasari space. The horrific images caused mass suicides, terror stricken rioting, the central government collapsed into anarchy, and doom sayers began re-broadcasting the vile children's shows to spread news of the end times and the coming apocalypse. All returning ships picked up the broadcasts, killed themselves, went insane, etcetera. It wasn't porn, even worse aliens, or a computer vir
Wrong viewpoint, they are talking about mass fabricators. In TA and supcom(which are really the same game with graphical and UI improvements along with vastly more interesting sides) you not only have your resource that you harvest, you can build the damn stuff to keep increasing your income. Of course, it's not actually unlimited. There is a max object count that caps out at some unfortunately low number on a huge map. Your combined armada and buildings are a finite thing, so there isn't ac
I didn't say I was ron, I said you can. I wouldn't even build five shipyards to start with. Odds are two would be more than enough on a one star map unless it were truly huge. I usually build them five or six at a time early on. Of course once I hit my fleet cap they tend to get queued up in rather large volumes, but that's what happens when you run out of things to spend money on and tend to play with as self sustaining a fleet as you possibly can while only fighting battles that are pretty
A one star, one hundred planet game was rather amusing in B2. So many planet connections...
If the enemy fleet was big enough to kill a level 6 kol in 6 seconds, you probably should have had a couple dunov's in your fleet, not to mention hoshinko's and cielo's and enough supporting frigates to kill the enemy frigates inside the time it takes for them to run out of antimatter. I'd hate to try and keep them alive if there weren't shield restoration and repair abilities in the game, but keeping capital ships around after you've gotten going is simplicity. Just don't get worked b
Expansion in sins is relatively one dimensional. You need more planets, and it's always good to have them. Upgrading them isn't exactly an alternative path. It's either prohibitively expensive before you get trade up, or easy after you do. Population grows fast, caps quickly, expansion slots cost about the same as buildings, expanding to other planets is free of any cost at all. This is a serious break from a standard 4x, where expansion slows growth by reducing the population to se
He read too much xanth and gets sex on the brain whenever he sees them. Also, sorry Ron, you're normal. I was reading biographies of boring dead people at his age.
Actually, when I'm on ico I play wesnoth or something.
If I built five shipyards on a medium single star map I'd build entire fleets in a few minutes time, what the hell would I need to pay while building for? With the construction speeds compared to the income, there's really no need for it. It's simplistic to manage your resources when you don't have to add them up yourself, so why bother for a few seconds free time that you didn't spend clicking them in?
That depends, are you flipping a coin or simulating one with a computer program? If it's an rng, odds are the first will be heads and the next seven will be tails.